#392 posted by Spirit on 2012/11/24 12:56:23
now how fun would a modular class system like Unreal's be.
#393 posted by Text_Fish on 2012/11/24 13:06:19
I like the Gug. He is ridiculously overpowered, but that just means he should be saved for proper crescendo moments. A weaker version would simply dilute the psychological effect of the stronger version.
Re: Flying Base enemies, I think my design preference would be to add another type of enforcer or grunt but give them a jetpack and a hyperblaster or laserbeam attack.
Ultimately, I think what we can all agree on judging by the renewed interest in this thread lately is that Quoth 3 is well overdue. :P
Bob
haha, well, it's funny because the complaints about bob are basically exactly what bob is supposed to be.
He is supposed to be a hard to hit medium threat monster designed to slow down the player and force them to pick their shots.
Fighting bob and the sentinel is ok, but both models suck, look out of place.... Maybe just rip-off or mod Rubicon2 flying platformers, which are ace.
#395 posted by nakasuhito on 2012/12/15 12:58:11
does anyone have a copy or know where to get the quoth fgd? my backup hdd died a few months ago, and doing a google search for it gives me no results, except for this page and the link is dead :(
Quoth2 Fgdmaybe
#396 posted by mechtech on 2012/12/15 14:14:39
I can't find the Quoth2 fgd anywhere on the net.
Should be the right one but I may have modified something.
file date is 6/14/09
http://www.mediafire.com/download.php?goczizd2h3b8ix3
If it's correct I'll send it to quaketastic
Why FGD & DEF files are not included with the official Quoth dev files? why!
=====================================
BTW does anyone use that scorpion enemy?
and Leave bob alone, he's ok. If anything give me a weaker version of the vorling. One shot kill (there supposed to be bugs right?). How bout a skin and spawn flag for weak vorling and I'll drop 50 of them on the player.
Weak Voreling
#397 posted by Preach on 2012/12/15 14:25:43
That would be a horrible design decision. Players wouldn't know which kind of voreling they were fighting, which would be incredibly frustrating.
Thanks Mechtech
#398 posted by nakasuhito on 2012/12/15 19:00:24
:)
Weak Vorelings
#399 posted by Fern on 2012/12/15 19:44:45
...would probably function about the same as necros zombies, and everybody loved those. To really work though you'd probably need a new skin, new sound set, and maybe even a new model possibly scaled down (which in turn would probably make them look like the terrorbites from time crisis. ehhh....)
Centroids have a few prominent appearances in dom3m1 and the other dom3 maps as well.
Weak Voreling
Just change the default one. Come on, surely that's the one change that everyone can agree on.
I Disagree
#401 posted by Fern on 2012/12/16 19:52:27
nt
#402 posted by skacky on 2012/12/16 20:03:41
I like the Vorelings as they are and they do their job perfectly: being really annoying, sometimes dangerous and jumping everywhere.
It's pretty silly having a head crab annoyance enemy thats tougher than a grunt and isn't gibbed by a direct rocket hit :p
But whatever it's an easy enough hack to reduce it's hp within your own maps
True
tougher than a grunt and isn't gibbed by a direct rocket hit
At least change that. Dropping it 65 to 50 HP wouldn't unbalance much.
Also, Sentinels, why exactly are those stronger than Scrags? :(
Cause They're Robots?
Nazi Robots
Yeah - those indestructible head crabs really pissed me off in half-life. Why can i blow away a whole alien planet, or whatever, but but a few vorelings are just too much.
Vorelings.
#407 posted by Shambler on 2012/12/17 13:37:42
Health tweaks would be fine but they shouldn't be fucked with otherwise, they are one of the most perfectly themed Quake additions ever. Spot on custom monster.
#408 posted by necros on 2012/12/17 17:35:03
Just to be clear, Preach is the one working on the patch and gameplay changes and new monsters are outside of the scope of the patch.
Fast zombies worked because it was very obvious what type of zombie it was. it's behaviour was drastically different and immediately apparent. Also, there were no normal zombies in the mix which made things even clearer. Adding a new voreling variant with different health without drastically changing it's appearance and behaviour would be very confusing and changing the original would unbalance existing maps.
changing the original would unbalance existing maps.
Come on... nobody's saying to give them 1 HP or something, just a very small decrease.
#410 posted by Spirit on 2012/12/17 18:53:11
If the chance is enough to change the gameplay, then it changes gameplay. If it is not enough, then why chance.
- The Mighty Spirit
Health Tweaks
#411 posted by Preach on 2012/12/17 19:30:53
Some food for thought, voreling health has already been decreased once, so it's unlikely to drop further.
Closed Beta Time
#412 posted by Preach on 2013/01/03 02:20:12
OK, time to get things moving. I would like to invite everybody who has created a map for Quoth (1 or 2) to send an e-mail to me - the address is on my profile. I'll reply with a copy of the 2.2 beta and what to look out for.
How Goes Quoth?
#413 posted by mechtech on 2013/03/15 00:34:25
I Got..
really excited for a second but sad when it wasn't a real update.
Is the axeman going to be in this update? He's my favourite enemy type from the drake mod by far (Something Wicked made really good use of him)
IJED YOU GREMLIN!
#415 posted by Breezeep on 2013/04/13 03:10:18
The quoth 2 fgd download link is broken!
Y U NO POST A NEW LINK?!
How Long Can You Hold On?
#416 posted by Preach on 2013/04/13 05:11:06
I have the new fgd ready to go, but it's for version 2.2, so it'll get released at the same time as that (just waiting for the go ahead from testers now).
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